BsRenderBeast.cpp 33 KB

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  1. #include "BsRenderBeast.h"
  2. #include "BsCCamera.h"
  3. #include "BsCRenderable.h"
  4. #include "BsMaterial.h"
  5. #include "BsMesh.h"
  6. #include "BsPass.h"
  7. #include "BsBlendState.h"
  8. #include "BsRasterizerState.h"
  9. #include "BsDepthStencilState.h"
  10. #include "BsSamplerState.h"
  11. #include "BsCoreApplication.h"
  12. #include "BsViewport.h"
  13. #include "BsRenderTarget.h"
  14. #include "BsRenderQueue.h"
  15. #include "BsCoreThread.h"
  16. #include "BsGpuParams.h"
  17. #include "BsProfilerCPU.h"
  18. #include "BsShader.h"
  19. #include "BsGpuParamBlockBuffer.h"
  20. #include "BsStaticRenderableHandler.h"
  21. #include "BsTime.h"
  22. #include "BsRenderableElement.h"
  23. #include "BsCoreObjectManager.h"
  24. #include "BsRenderBeastOptions.h"
  25. #include "BsSamplerOverrides.h"
  26. #include "BsLight.h"
  27. #include "BsRenderTexturePool.h"
  28. #include "BsRenderTargets.h"
  29. #include "BsRendererUtility.h"
  30. #include "BsRenderStateManager.h"
  31. using namespace std::placeholders;
  32. namespace BansheeEngine
  33. {
  34. RenderBeast::RenderBeast()
  35. :mOptions(bs_shared_ptr_new<RenderBeastOptions>()), mOptionsDirty(true), mStaticHandler(nullptr),
  36. mDefaultMaterial(nullptr), mPointLightMat(nullptr), mDirLightMat(nullptr)
  37. {
  38. }
  39. const StringID& RenderBeast::getName() const
  40. {
  41. static StringID name = "RenderBeast";
  42. return name;
  43. }
  44. void RenderBeast::initialize()
  45. {
  46. CoreRenderer::initialize();
  47. CoreThread::instance().queueCommand(std::bind(&RenderBeast::initializeCore, this));
  48. }
  49. void RenderBeast::destroy()
  50. {
  51. CoreRenderer::destroy();
  52. gCoreAccessor().queueCommand(std::bind(&RenderBeast::destroyCore, this));
  53. gCoreAccessor().submitToCoreThread(true);
  54. }
  55. void RenderBeast::initializeCore()
  56. {
  57. RendererUtility::startUp();
  58. mCoreOptions = bs_shared_ptr_new<RenderBeastOptions>();
  59. mStaticHandler = bs_new<StaticRenderableHandler>();
  60. mDefaultMaterial = bs_new<DefaultMaterial>();
  61. mPointLightMat = bs_new<PointLightMat>();
  62. mDirLightMat = bs_new<DirectionalLightMat>();
  63. // TODO - Replace these manually assigned states with two different versions of point light shader once I implement
  64. // a preprocessor parser for BSL
  65. DEPTH_STENCIL_STATE_DESC inGeomDSDesc;
  66. inGeomDSDesc.depthWriteEnable = false;
  67. inGeomDSDesc.depthReadEnable = false;
  68. mPointLightInGeomDSState = RenderStateCoreManager::instance().createDepthStencilState(inGeomDSDesc);
  69. DEPTH_STENCIL_STATE_DESC outGeomDSDesc;
  70. outGeomDSDesc.depthWriteEnable = false;
  71. mPointLightOutGeomDSState = RenderStateCoreManager::instance().createDepthStencilState(outGeomDSDesc);
  72. RASTERIZER_STATE_DESC inGeomRDesc;
  73. inGeomRDesc.cullMode = CULL_CLOCKWISE;
  74. mPointLightInGeomRState = RenderStateCoreManager::instance().createRasterizerState(inGeomRDesc);
  75. RASTERIZER_STATE_DESC outGeomRDesc;
  76. outGeomRDesc.cullMode = CULL_COUNTERCLOCKWISE;
  77. mPointLightOutGeomRState = RenderStateCoreManager::instance().createRasterizerState(outGeomRDesc);
  78. RenderTexturePool::startUp();
  79. }
  80. void RenderBeast::destroyCore()
  81. {
  82. if (mStaticHandler != nullptr)
  83. bs_delete(mStaticHandler);
  84. mRenderTargets.clear();
  85. mCameraData.clear();
  86. mRenderables.clear();
  87. RenderTexturePool::shutDown();
  88. bs_delete(mDefaultMaterial);
  89. bs_delete(mPointLightMat);
  90. bs_delete(mDirLightMat);
  91. RendererUtility::shutDown();
  92. assert(mSamplerOverrides.empty());
  93. }
  94. void RenderBeast::_notifyRenderableAdded(RenderableCore* renderable)
  95. {
  96. UINT32 renderableId = (UINT32)mRenderables.size();
  97. renderable->setRendererId(renderableId);
  98. mRenderables.push_back(RenderableData());
  99. mRenderableShaderData.push_back(RenderableShaderData());
  100. mWorldBounds.push_back(renderable->getBounds());
  101. RenderableData& renderableData = mRenderables.back();
  102. renderableData.renderable = renderable;
  103. RenderableShaderData& shaderData = mRenderableShaderData.back();
  104. shaderData.worldTransform = renderable->getTransform();
  105. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  106. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  107. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  108. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  109. if (renderable->getRenderableType() == RenType_LitTextured)
  110. renderableData.controller = mStaticHandler;
  111. else
  112. renderableData.controller = nullptr;
  113. SPtr<MeshCore> mesh = renderable->getMesh();
  114. if (mesh != nullptr)
  115. {
  116. const MeshProperties& meshProps = mesh->getProperties();
  117. SPtr<VertexDeclarationCore> vertexDecl = mesh->getVertexData()->vertexDeclaration;
  118. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  119. {
  120. renderableData.elements.push_back(BeastRenderableElement());
  121. BeastRenderableElement& renElement = renderableData.elements.back();
  122. renElement.mesh = mesh;
  123. renElement.subMesh = meshProps.getSubMesh(i);
  124. renElement.renderableId = renderableId;
  125. renElement.material = renderable->getMaterial(i);
  126. if (renElement.material == nullptr)
  127. renElement.material = renderable->getMaterial(0);
  128. if (renElement.material != nullptr && renElement.material->getShader() == nullptr)
  129. renElement.material = nullptr;
  130. // Validate mesh <-> shader vertex bindings
  131. if (renElement.material != nullptr)
  132. {
  133. UINT32 numPasses = renElement.material->getNumPasses();
  134. for (UINT32 j = 0; j < numPasses; j++)
  135. {
  136. SPtr<PassCore> pass = renElement.material->getPass(j);
  137. SPtr<VertexDeclarationCore> shaderDecl = pass->getVertexProgram()->getInputDeclaration();
  138. if (!vertexDecl->isCompatible(shaderDecl))
  139. {
  140. Vector<VertexElement> missingElements = vertexDecl->getMissingElements(shaderDecl);
  141. StringStream wrnStream;
  142. wrnStream << "Provided mesh is missing required vertex attributes to render with the provided shader. Missing elements: " << std::endl;
  143. for (auto& entry : missingElements)
  144. wrnStream << "\t" << toString(entry.getSemantic()) << entry.getSemanticIdx() << std::endl;
  145. LOGWRN(wrnStream.str());
  146. break;
  147. }
  148. }
  149. }
  150. // If no material use the default material
  151. if (renElement.material == nullptr)
  152. renElement.material = mDefaultMaterial->getMaterial();
  153. auto iterFind = mSamplerOverrides.find(renElement.material);
  154. if (iterFind != mSamplerOverrides.end())
  155. {
  156. renElement.samplerOverrides = iterFind->second;
  157. iterFind->second->refCount++;
  158. }
  159. else
  160. {
  161. MaterialSamplerOverrides* samplerOverrides = SamplerOverrideUtility::generateSamplerOverrides(renElement.material, mCoreOptions);
  162. mSamplerOverrides[renElement.material] = samplerOverrides;
  163. renElement.samplerOverrides = samplerOverrides;
  164. samplerOverrides->refCount++;
  165. }
  166. if (renderableData.controller != nullptr)
  167. renderableData.controller->initializeRenderElem(renElement);
  168. }
  169. }
  170. }
  171. void RenderBeast::_notifyRenderableRemoved(RenderableCore* renderable)
  172. {
  173. UINT32 renderableId = renderable->getRendererId();
  174. RenderableCore* lastRenerable = mRenderables.back().renderable;
  175. UINT32 lastRenderableId = lastRenerable->getRendererId();
  176. Vector<BeastRenderableElement>& elements = mRenderables[renderableId].elements;
  177. for (auto& element : elements)
  178. {
  179. auto iterFind = mSamplerOverrides.find(element.material);
  180. assert(iterFind != mSamplerOverrides.end());
  181. MaterialSamplerOverrides* samplerOverrides = iterFind->second;
  182. samplerOverrides->refCount--;
  183. if (samplerOverrides->refCount == 0)
  184. {
  185. SamplerOverrideUtility::destroySamplerOverrides(samplerOverrides);
  186. mSamplerOverrides.erase(iterFind);
  187. }
  188. element.samplerOverrides = nullptr;
  189. }
  190. if (renderableId != lastRenderableId)
  191. {
  192. // Swap current last element with the one we want to erase
  193. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  194. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  195. std::swap(mRenderableShaderData[renderableId], mRenderableShaderData[lastRenderableId]);
  196. lastRenerable->setRendererId(renderableId);
  197. Vector<BeastRenderableElement>& lastRenderableElements = mRenderables[renderableId].elements;
  198. for (auto& element : elements)
  199. element.renderableId = renderableId;
  200. }
  201. // Last element is the one we want to erase
  202. mRenderables.erase(mRenderables.end() - 1);
  203. mWorldBounds.erase(mWorldBounds.end() - 1);
  204. mRenderableShaderData.erase(mRenderableShaderData.end() - 1);
  205. }
  206. void RenderBeast::_notifyRenderableUpdated(RenderableCore* renderable)
  207. {
  208. UINT32 renderableId = renderable->getRendererId();
  209. RenderableShaderData& shaderData = mRenderableShaderData[renderableId];
  210. shaderData.worldTransform = renderable->getTransform();
  211. shaderData.invWorldTransform = shaderData.worldTransform.inverseAffine();
  212. shaderData.worldNoScaleTransform = renderable->getTransformNoScale();
  213. shaderData.invWorldNoScaleTransform = shaderData.worldNoScaleTransform.inverseAffine();
  214. shaderData.worldDeterminantSign = shaderData.worldTransform.determinant3x3() >= 0.0f ? 1.0f : -1.0f;
  215. mWorldBounds[renderableId] = renderable->getBounds();
  216. }
  217. void RenderBeast::_notifyLightAdded(LightCore* light)
  218. {
  219. if (light->getType() == LightType::Directional)
  220. {
  221. UINT32 lightId = (UINT32)mDirectionalLights.size();
  222. light->setRendererId(lightId);
  223. mDirectionalLights.push_back(LightData());
  224. LightData& lightData = mDirectionalLights.back();
  225. lightData.internal = light;
  226. }
  227. else
  228. {
  229. UINT32 lightId = (UINT32)mPointLights.size();
  230. light->setRendererId(lightId);
  231. mPointLights.push_back(LightData());
  232. mLightWorldBounds.push_back(light->getBounds());
  233. LightData& lightData = mPointLights.back();
  234. lightData.internal = light;
  235. }
  236. }
  237. void RenderBeast::_notifyLightUpdated(LightCore* light)
  238. {
  239. UINT32 lightId = light->getRendererId();
  240. if (light->getType() != LightType::Directional)
  241. mLightWorldBounds[lightId] = light->getBounds();
  242. }
  243. void RenderBeast::_notifyLightRemoved(LightCore* light)
  244. {
  245. UINT32 lightId = light->getRendererId();
  246. if (light->getType() == LightType::Directional)
  247. {
  248. LightCore* lastLight = mDirectionalLights.back().internal;
  249. UINT32 lastLightId = lastLight->getRendererId();
  250. if (lightId != lastLightId)
  251. {
  252. // Swap current last element with the one we want to erase
  253. std::swap(mDirectionalLights[lightId], mDirectionalLights[lastLightId]);
  254. lastLight->setRendererId(lightId);
  255. }
  256. // Last element is the one we want to erase
  257. mDirectionalLights.erase(mDirectionalLights.end() - 1);
  258. }
  259. else
  260. {
  261. LightCore* lastLight = mPointLights.back().internal;
  262. UINT32 lastLightId = lastLight->getRendererId();
  263. if (lightId != lastLightId)
  264. {
  265. // Swap current last element with the one we want to erase
  266. std::swap(mPointLights[lightId], mPointLights[lastLightId]);
  267. std::swap(mLightWorldBounds[lightId], mLightWorldBounds[lastLightId]);
  268. lastLight->setRendererId(lightId);
  269. }
  270. // Last element is the one we want to erase
  271. mPointLights.erase(mPointLights.end() - 1);
  272. mLightWorldBounds.erase(mLightWorldBounds.end() - 1);
  273. }
  274. }
  275. void RenderBeast::_notifyCameraAdded(const CameraCore* camera)
  276. {
  277. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  278. if (renderTarget == nullptr)
  279. return;
  280. CameraData& camData = mCameraData[camera];
  281. camData.opaqueQueue = bs_shared_ptr_new<RenderQueue>(mCoreOptions->stateReductionMode);
  282. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  283. if (transparentStateReduction == StateReduction::Material)
  284. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  285. camData.transparentQueue = bs_shared_ptr_new<RenderQueue>(transparentStateReduction);
  286. // Register in render target list
  287. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(),
  288. [&](const RenderTargetData& x) { return x.target == renderTarget; });
  289. if (findIter != mRenderTargets.end())
  290. {
  291. findIter->cameras.push_back(camera);
  292. }
  293. else
  294. {
  295. mRenderTargets.push_back(RenderTargetData());
  296. RenderTargetData& renderTargetData = mRenderTargets.back();
  297. renderTargetData.target = renderTarget;
  298. renderTargetData.cameras.push_back(camera);
  299. }
  300. // Sort render targets based on priority
  301. auto cameraComparer = [&](const CameraCore* a, const CameraCore* b) { return a->getPriority() > b->getPriority(); };
  302. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  303. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  304. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  305. for (auto& camerasPerTarget : mRenderTargets)
  306. {
  307. Vector<const CameraCore*>& cameras = camerasPerTarget.cameras;
  308. std::sort(begin(cameras), end(cameras), cameraComparer);
  309. }
  310. }
  311. void RenderBeast::_notifyCameraRemoved(const CameraCore* camera)
  312. {
  313. mCameraData.erase(camera);
  314. // Remove from render target list
  315. for (auto iterTarget = mRenderTargets.begin(); iterTarget != mRenderTargets.end(); ++iterTarget)
  316. {
  317. RenderTargetData& target = *iterTarget;
  318. for (auto iterCam = target.cameras.begin(); iterCam != target.cameras.end(); ++iterCam)
  319. {
  320. if (camera == *iterCam)
  321. {
  322. target.cameras.erase(iterCam);
  323. break;
  324. }
  325. }
  326. if (target.cameras.empty())
  327. {
  328. mRenderTargets.erase(iterTarget);
  329. break;
  330. }
  331. }
  332. }
  333. void RenderBeast::setOptions(const SPtr<CoreRendererOptions>& options)
  334. {
  335. mOptions = std::static_pointer_cast<RenderBeastOptions>(options);
  336. mOptionsDirty = true;
  337. }
  338. SPtr<CoreRendererOptions> RenderBeast::getOptions() const
  339. {
  340. return mOptions;
  341. }
  342. void RenderBeast::renderAll()
  343. {
  344. // Sync all dirty sim thread CoreObject data to core thread
  345. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  346. if (mOptionsDirty)
  347. {
  348. gCoreAccessor().queueCommand(std::bind(&RenderBeast::syncRenderOptions, this, *mOptions));
  349. mOptionsDirty = false;
  350. }
  351. gCoreAccessor().queueCommand(std::bind(&RenderBeast::renderAllCore, this, gTime().getTime()));
  352. }
  353. void RenderBeast::syncRenderOptions(const RenderBeastOptions& options)
  354. {
  355. bool filteringChanged = mCoreOptions->filtering != options.filtering;
  356. if (options.filtering == RenderBeastFiltering::Anisotropic)
  357. filteringChanged |= mCoreOptions->anisotropyMax != options.anisotropyMax;
  358. if (filteringChanged)
  359. refreshSamplerOverrides(true);
  360. *mCoreOptions = options;
  361. for (auto& cameraData : mCameraData)
  362. {
  363. cameraData.second.opaqueQueue->setStateReduction(mCoreOptions->stateReductionMode);
  364. StateReduction transparentStateReduction = mCoreOptions->stateReductionMode;
  365. if (transparentStateReduction == StateReduction::Material)
  366. transparentStateReduction = StateReduction::Distance; // Transparent object MUST be sorted by distance
  367. cameraData.second.transparentQueue->setStateReduction(transparentStateReduction);
  368. }
  369. }
  370. void RenderBeast::renderAllCore(float time)
  371. {
  372. THROW_IF_NOT_CORE_THREAD;
  373. gProfilerCPU().beginSample("renderAllCore");
  374. // Note: I'm iterating over all sampler states every frame. If this ends up being a performance
  375. // issue consider handling this internally in MaterialCore which can only do it when sampler states
  376. // are actually modified after sync
  377. refreshSamplerOverrides();
  378. // Update global per-frame hardware buffers
  379. mStaticHandler->updatePerFrameBuffers(time);
  380. // Generate render queues per camera
  381. for (auto& cameraData : mCameraData)
  382. {
  383. const CameraCore* camera = cameraData.first;
  384. determineVisible(*camera);
  385. }
  386. // Render everything, target by target
  387. for (auto& renderTargetData : mRenderTargets)
  388. {
  389. SPtr<RenderTargetCore> target = renderTargetData.target;
  390. Vector<const CameraCore*>& cameras = renderTargetData.cameras;
  391. RenderAPICore::instance().beginFrame();
  392. UINT32 numCameras = (UINT32)cameras.size();
  393. for (UINT32 i = 0; i < numCameras; i++)
  394. render(renderTargetData, i);
  395. RenderAPICore::instance().endFrame();
  396. RenderAPICore::instance().swapBuffers(target);
  397. }
  398. gProfilerCPU().endSample("renderAllCore");
  399. }
  400. void RenderBeast::render(RenderTargetData& rtData, UINT32 camIdx)
  401. {
  402. gProfilerCPU().beginSample("Render");
  403. const CameraCore* camera = rtData.cameras[camIdx];
  404. CameraData& camData = mCameraData[camera];
  405. SPtr<ViewportCore> viewport = camera->getViewport();
  406. CameraShaderData cameraShaderData = getCameraShaderData(*camera);
  407. mStaticHandler->updatePerCameraBuffers(cameraShaderData);
  408. // Render scene objects to g-buffer
  409. bool hasGBuffer = ((UINT32)camera->getFlags() & (UINT32)CameraFlags::Overlay) == 0;
  410. if (hasGBuffer)
  411. {
  412. bool createGBuffer = camData.target == nullptr ||
  413. camData.target->getHDR() != mCoreOptions->hdr ||
  414. camData.target->getNumSamples() != mCoreOptions->msaa;
  415. if (createGBuffer)
  416. camData.target = RenderTargets::create(viewport, mCoreOptions->hdr, mCoreOptions->msaa);
  417. camData.target->allocate();
  418. camData.target->bindGBuffer();
  419. }
  420. else
  421. camData.target = nullptr;
  422. // Trigger pre-scene callbacks
  423. auto iterCameraCallbacks = mRenderCallbacks.find(camera);
  424. if (iterCameraCallbacks != mRenderCallbacks.end())
  425. {
  426. for (auto& callbackPair : iterCameraCallbacks->second)
  427. {
  428. const RenderCallbackData& callbackData = callbackPair.second;
  429. if (callbackData.overlay)
  430. continue;
  431. if (callbackPair.first >= 0)
  432. break;
  433. callbackData.callback();
  434. }
  435. }
  436. if (hasGBuffer)
  437. {
  438. // Render base pass
  439. const Vector<RenderQueueElement>& opaqueElements = camData.opaqueQueue->getSortedElements();
  440. for (auto iter = opaqueElements.begin(); iter != opaqueElements.end(); ++iter)
  441. {
  442. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  443. SPtr<MaterialCore> material = renderElem->material;
  444. UINT32 rendererId = renderElem->renderableId;
  445. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  446. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  447. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  448. mStaticHandler->bindPerObjectBuffers(*renderElem);
  449. if (iter->applyPass)
  450. {
  451. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  452. setPass(pass);
  453. }
  454. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  455. if (renderElem->samplerOverrides != nullptr)
  456. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  457. else
  458. setPassParams(passParams, nullptr);
  459. gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  460. }
  461. camData.target->bindSceneColor();
  462. // Render light pass
  463. SPtr<GpuParamBlockBufferCore> perCameraBuffer = mStaticHandler->getPerCameraParams().getBuffer();
  464. SPtr<MaterialCore> dirMaterial = mDirLightMat->getMaterial();
  465. SPtr<PassCore> dirPass = dirMaterial->getPass(0);
  466. setPass(dirPass);
  467. mDirLightMat->setStaticParameters(camData.target, perCameraBuffer);
  468. for (auto& light : mDirectionalLights)
  469. {
  470. if (!light.internal->getIsActive())
  471. continue;
  472. mDirLightMat->setParameters(light.internal);
  473. // TODO - Bind parameters to the pipeline manually as I don't need to re-bind gbuffer textures for every light
  474. setPassParams(dirMaterial->getPassParameters(0), nullptr);
  475. gRendererUtility().drawScreenQuad(*viewport);
  476. }
  477. SPtr<MaterialCore> pointMaterial = mPointLightMat->getMaterial();
  478. SPtr<PassCore> pointPass = pointMaterial->getPass(0);
  479. // TODO - Possibly use instanced drawing here as only two meshes are drawn with various properties
  480. setPass(pointPass);
  481. mPointLightMat->setStaticParameters(camData.target, perCameraBuffer);
  482. // TODO - Cull lights based on visibility, right now I just iterate over all of them.
  483. for (auto& light : mPointLights)
  484. {
  485. if (!light.internal->getIsActive())
  486. continue;
  487. mPointLightMat->setParameters(light.internal);
  488. float distToLight = (light.internal->getBounds().getCenter() - camera->getPosition()).squaredLength();
  489. float boundRadius = light.internal->getBounds().getRadius() * 1.05f + camera->getNearClipDistance() * 2.0f;
  490. // TODO - Replace these manually assigned states with two different versions of point light shader once I implement
  491. // a preprocessor parser for BSL
  492. RenderAPICore& rapi = RenderAPICore::instance();
  493. bool cameraInLightGeometry = distToLight < boundRadius * boundRadius;
  494. if(cameraInLightGeometry)
  495. {
  496. // Draw back faces with no depth testing
  497. rapi.setDepthStencilState(mPointLightInGeomDSState, 0);
  498. rapi.setRasterizerState(mPointLightInGeomRState);
  499. }
  500. else
  501. {
  502. // Draw front faces with depth testing
  503. rapi.setDepthStencilState(mPointLightOutGeomDSState, 0);
  504. rapi.setRasterizerState(mPointLightOutGeomRState);
  505. }
  506. // TODO - Bind parameters to the pipeline manually as I don't need to re-bind gbuffer textures for every light
  507. setPassParams(pointMaterial->getPassParameters(0), nullptr);
  508. SPtr<MeshCore> mesh = light.internal->getMesh();
  509. gRendererUtility().draw(mesh, mesh->getProperties().getSubMesh(0));
  510. }
  511. }
  512. else
  513. {
  514. // Prepare final render target
  515. SPtr<RenderTargetCore> target = rtData.target;
  516. RenderAPICore::instance().setRenderTarget(target);
  517. RenderAPICore::instance().setViewport(viewport->getNormArea());
  518. // If first camera in render target, prepare the render target
  519. if (camIdx == 0)
  520. {
  521. UINT32 clearBuffers = 0;
  522. if (viewport->getRequiresColorClear())
  523. clearBuffers |= FBT_COLOR;
  524. if (viewport->getRequiresDepthClear())
  525. clearBuffers |= FBT_DEPTH;
  526. if (viewport->getRequiresStencilClear())
  527. clearBuffers |= FBT_STENCIL;
  528. if (clearBuffers != 0)
  529. {
  530. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(),
  531. viewport->getClearDepthValue(), viewport->getClearStencilValue());
  532. }
  533. }
  534. }
  535. // Render transparent objects (TODO - No lighting yet)
  536. const Vector<RenderQueueElement>& transparentElements = camData.transparentQueue->getSortedElements();
  537. for (auto iter = transparentElements.begin(); iter != transparentElements.end(); ++iter)
  538. {
  539. BeastRenderableElement* renderElem = static_cast<BeastRenderableElement*>(iter->renderElem);
  540. SPtr<MaterialCore> material = renderElem->material;
  541. UINT32 rendererId = renderElem->renderableId;
  542. Matrix4 worldViewProjMatrix = cameraShaderData.viewProj * mRenderableShaderData[rendererId].worldTransform;
  543. mStaticHandler->updatePerObjectBuffers(*renderElem, mRenderableShaderData[rendererId], worldViewProjMatrix);
  544. mStaticHandler->bindGlobalBuffers(*renderElem); // Note: If I can keep global buffer slot indexes the same between shaders I could only bind these once
  545. mStaticHandler->bindPerObjectBuffers(*renderElem);
  546. if (iter->applyPass)
  547. {
  548. SPtr<PassCore> pass = material->getPass(iter->passIdx);
  549. setPass(pass);
  550. }
  551. SPtr<PassParametersCore> passParams = material->getPassParameters(iter->passIdx);
  552. if (renderElem->samplerOverrides != nullptr)
  553. setPassParams(passParams, &renderElem->samplerOverrides->passes[iter->passIdx]);
  554. else
  555. setPassParams(passParams, nullptr);
  556. gRendererUtility().draw(iter->renderElem->mesh, iter->renderElem->subMesh);
  557. }
  558. camData.opaqueQueue->clear();
  559. camData.transparentQueue->clear();
  560. // Render non-overlay post-scene callbacks
  561. if (iterCameraCallbacks != mRenderCallbacks.end())
  562. {
  563. for (auto& callbackPair : iterCameraCallbacks->second)
  564. {
  565. const RenderCallbackData& callbackData = callbackPair.second;
  566. if (callbackData.overlay || callbackPair.first < 0)
  567. continue;
  568. callbackData.callback();
  569. }
  570. }
  571. if (hasGBuffer)
  572. {
  573. // TODO - Instead of doing a separate resolve here I could potentially perform a resolve directly in the
  574. // light pass.
  575. camData.target->resolve();
  576. }
  577. // Render overlay post-scene callbacks
  578. if (iterCameraCallbacks != mRenderCallbacks.end())
  579. {
  580. for (auto& callbackPair : iterCameraCallbacks->second)
  581. {
  582. const RenderCallbackData& callbackData = callbackPair.second;
  583. if (!callbackData.overlay)
  584. continue;
  585. callbackData.callback();
  586. }
  587. }
  588. if (hasGBuffer)
  589. camData.target->release();
  590. gProfilerCPU().endSample("Render");
  591. }
  592. void RenderBeast::determineVisible(const CameraCore& camera)
  593. {
  594. CameraData& cameraData = mCameraData[&camera];
  595. UINT64 cameraLayers = camera.getLayers();
  596. ConvexVolume worldFrustum = camera.getWorldFrustum();
  597. // Update per-object param buffers and queue render elements
  598. for (auto& renderableData : mRenderables)
  599. {
  600. RenderableCore* renderable = renderableData.renderable;
  601. RenderableHandler* controller = renderableData.controller;
  602. UINT32 renderableType = renderable->getRenderableType();
  603. UINT32 rendererId = renderable->getRendererId();
  604. if ((renderable->getLayer() & cameraLayers) == 0)
  605. continue;
  606. // Do frustum culling
  607. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  608. // methods use vector operations, as it is trivial to update them.
  609. const Sphere& boundingSphere = mWorldBounds[rendererId].getSphere();
  610. if (worldFrustum.intersects(boundingSphere))
  611. {
  612. // More precise with the box
  613. const AABox& boundingBox = mWorldBounds[rendererId].getBox();
  614. if (worldFrustum.intersects(boundingBox))
  615. {
  616. float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
  617. for (auto& renderElem : renderableData.elements)
  618. {
  619. bool isTransparent = (renderElem.material->getShader()->getFlags() & (UINT32)ShaderFlags::Transparent) != 0;
  620. if (isTransparent)
  621. cameraData.transparentQueue->add(&renderElem, distanceToCamera);
  622. else
  623. cameraData.opaqueQueue->add(&renderElem, distanceToCamera);
  624. }
  625. }
  626. }
  627. }
  628. cameraData.opaqueQueue->sort();
  629. cameraData.transparentQueue->sort();
  630. }
  631. Vector2 RenderBeast::getDeviceZTransform()
  632. {
  633. RenderAPICore& rapi = RenderAPICore::instance();
  634. Vector2 output;
  635. output.x = rapi.getMaximumDepthInputValue() - rapi.getMinimumDepthInputValue();
  636. output.y = -rapi.getMinimumDepthInputValue();
  637. return output;
  638. }
  639. CameraShaderData RenderBeast::getCameraShaderData(const CameraCore& camera)
  640. {
  641. CameraShaderData data;
  642. data.proj = camera.getProjectionMatrixRS();
  643. data.view = camera.getViewMatrix();
  644. data.viewProj = data.proj * data.view;
  645. data.invProj = data.proj.inverse();
  646. data.invViewProj = data.viewProj.inverse();
  647. data.viewDir = camera.getForward();
  648. data.viewOrigin = camera.getPosition();
  649. data.deviceZToWorldZ = getDeviceZTransform();
  650. SPtr<ViewportCore> viewport = camera.getViewport();
  651. SPtr<RenderTargetCore> rt = viewport->getTarget();
  652. float halfWidth = viewport->getWidth() * 0.5f;
  653. float halfHeight = viewport->getHeight() * 0.5f;
  654. float rtWidth = (float)rt->getProperties().getWidth();
  655. float rtHeight = (float)rt->getProperties().getHeight();
  656. RenderAPICore& rapi = RenderAPICore::instance();
  657. data.clipToUVScaleOffset.x = halfWidth / rtWidth;
  658. data.clipToUVScaleOffset.y = -halfHeight / rtHeight;
  659. data.clipToUVScaleOffset.z = viewport->getX() / rtWidth + (halfWidth + rapi.getHorizontalTexelOffset()) / rtWidth;
  660. data.clipToUVScaleOffset.w = viewport->getY() / rtHeight + (halfHeight + rapi.getVerticalTexelOffset()) / rtHeight;
  661. return data;
  662. }
  663. void RenderBeast::refreshSamplerOverrides(bool force)
  664. {
  665. for (auto& entry : mSamplerOverrides)
  666. {
  667. SPtr<MaterialCore> material = entry.first;
  668. if (force)
  669. {
  670. SamplerOverrideUtility::destroySamplerOverrides(entry.second);
  671. entry.second = SamplerOverrideUtility::generateSamplerOverrides(material, mCoreOptions);
  672. }
  673. else
  674. {
  675. MaterialSamplerOverrides* materialOverrides = entry.second;
  676. UINT32 numPasses = material->getNumPasses();
  677. assert(numPasses == materialOverrides->numPasses);
  678. for (UINT32 i = 0; i < numPasses; i++)
  679. {
  680. SPtr<PassParametersCore> passParams = material->getPassParameters(i);
  681. PassSamplerOverrides& passOverrides = materialOverrides->passes[i];
  682. for (UINT32 j = 0; j < PassParametersCore::NUM_PARAMS; j++)
  683. {
  684. StageSamplerOverrides& stageOverrides = passOverrides.stages[j];
  685. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  686. if (params == nullptr)
  687. continue;
  688. const GpuParamDesc& paramDesc = params->getParamDesc();
  689. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  690. {
  691. UINT32 slot = iter->second.slot;
  692. SPtr<SamplerStateCore> samplerState = params->getSamplerState(slot);
  693. assert(stageOverrides.numStates > slot);
  694. if (samplerState != stageOverrides.stateOverrides[slot])
  695. {
  696. if (samplerState != nullptr)
  697. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(samplerState, mCoreOptions);
  698. else
  699. stageOverrides.stateOverrides[slot] = SamplerOverrideUtility::generateSamplerOverride(SamplerStateCore::getDefault(), mCoreOptions);;
  700. }
  701. }
  702. }
  703. }
  704. }
  705. }
  706. }
  707. void RenderBeast::setPass(const SPtr<PassCore>& pass)
  708. {
  709. THROW_IF_NOT_CORE_THREAD;
  710. RenderAPICore& rs = RenderAPICore::instance();
  711. struct StageData
  712. {
  713. GpuProgramType type;
  714. bool enable;
  715. SPtr<GpuProgramCore> program;
  716. };
  717. const UINT32 numStages = 6;
  718. StageData stages[numStages] =
  719. {
  720. { GPT_VERTEX_PROGRAM, pass->hasVertexProgram(), pass->getVertexProgram() },
  721. { GPT_FRAGMENT_PROGRAM, pass->hasFragmentProgram(), pass->getFragmentProgram() },
  722. { GPT_GEOMETRY_PROGRAM, pass->hasGeometryProgram(), pass->getGeometryProgram() },
  723. { GPT_HULL_PROGRAM, pass->hasHullProgram(), pass->getHullProgram() },
  724. { GPT_DOMAIN_PROGRAM, pass->hasDomainProgram(), pass->getDomainProgram() },
  725. { GPT_COMPUTE_PROGRAM, pass->hasComputeProgram(), pass->getComputeProgram() }
  726. };
  727. for (UINT32 i = 0; i < numStages; i++)
  728. {
  729. const StageData& stage = stages[i];
  730. if (stage.enable)
  731. rs.bindGpuProgram(stage.program);
  732. else
  733. rs.unbindGpuProgram(stage.type);
  734. }
  735. // Set up non-texture related pass settings
  736. if (pass->getBlendState() != nullptr)
  737. rs.setBlendState(pass->getBlendState());
  738. else
  739. rs.setBlendState(BlendStateCore::getDefault());
  740. if (pass->getDepthStencilState() != nullptr)
  741. rs.setDepthStencilState(pass->getDepthStencilState(), pass->getStencilRefValue());
  742. else
  743. rs.setDepthStencilState(DepthStencilStateCore::getDefault(), pass->getStencilRefValue());
  744. if (pass->getRasterizerState() != nullptr)
  745. rs.setRasterizerState(pass->getRasterizerState());
  746. else
  747. rs.setRasterizerState(RasterizerStateCore::getDefault());
  748. }
  749. void RenderBeast::setPassParams(const SPtr<PassParametersCore>& passParams, const PassSamplerOverrides* samplerOverrides)
  750. {
  751. THROW_IF_NOT_CORE_THREAD;
  752. RenderAPICore& rs = RenderAPICore::instance();
  753. struct StageData
  754. {
  755. GpuProgramType type;
  756. SPtr<GpuParamsCore> params;
  757. };
  758. const UINT32 numStages = 6;
  759. StageData stages[numStages] =
  760. {
  761. { GPT_VERTEX_PROGRAM, passParams->mVertParams },
  762. { GPT_FRAGMENT_PROGRAM, passParams->mFragParams },
  763. { GPT_GEOMETRY_PROGRAM, passParams->mGeomParams },
  764. { GPT_HULL_PROGRAM, passParams->mHullParams },
  765. { GPT_DOMAIN_PROGRAM, passParams->mDomainParams },
  766. { GPT_COMPUTE_PROGRAM, passParams->mComputeParams }
  767. };
  768. for (UINT32 i = 0; i < numStages; i++)
  769. {
  770. const StageData& stage = stages[i];
  771. SPtr<GpuParamsCore> params = stage.params;
  772. if (params == nullptr)
  773. continue;
  774. const GpuParamDesc& paramDesc = params->getParamDesc();
  775. for (auto iter = paramDesc.samplers.begin(); iter != paramDesc.samplers.end(); ++iter)
  776. {
  777. SPtr<SamplerStateCore> samplerState;
  778. if (samplerOverrides != nullptr)
  779. samplerState = samplerOverrides->stages[i].stateOverrides[iter->second.slot];
  780. else
  781. samplerState = params->getSamplerState(iter->second.slot);
  782. if (samplerState == nullptr)
  783. rs.setSamplerState(stage.type, iter->second.slot, SamplerStateCore::getDefault());
  784. else
  785. rs.setSamplerState(stage.type, iter->second.slot, samplerState);
  786. }
  787. for (auto iter = paramDesc.textures.begin(); iter != paramDesc.textures.end(); ++iter)
  788. {
  789. SPtr<TextureCore> texture = params->getTexture(iter->second.slot);
  790. if (!params->isLoadStoreTexture(iter->second.slot))
  791. {
  792. if (texture == nullptr)
  793. rs.setTexture(stage.type, iter->second.slot, false, nullptr);
  794. else
  795. rs.setTexture(stage.type, iter->second.slot, true, texture);
  796. }
  797. else
  798. {
  799. const TextureSurface& surface = params->getLoadStoreSurface(iter->second.slot);
  800. if (texture == nullptr)
  801. rs.setLoadStoreTexture(stage.type, iter->second.slot, false, nullptr, surface);
  802. else
  803. rs.setLoadStoreTexture(stage.type, iter->second.slot, true, texture, surface);
  804. }
  805. }
  806. rs.setConstantBuffers(stage.type, params);
  807. }
  808. }
  809. }